Art Talks & Sketches



Title: (A)I Feel
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Is it possible for machines to feel emotions? As we know for now, machines have no emotion. But if we humans teach them, will they be able to learn? (A)I FEEL is a project dedicated to find answers to our questions by creating a teaching & learning process between humans and a machine. To teach the machine, it asks each user to draw a picture which represents a specific emotion. Then, to demonstrate what the machine has learned, users can draw pictures to portray his/her emotion at the moment. Using Convolutional Neural Network (CNN), the machine will interpret user’s emotion into joy, sadness, anger, fear or disgust and colors the picture according to the emotion. The whole process will be visualized as an interactive installation which encourages people to participate in the project.


Title: 7x7
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

We live surrounded by displays such as TV, smartphone, computer. These bitmap displays consist of pixels arranged in a two-dimensional plane. 7×7 was created by re-arranging these pixels multidimensionally. This display consists of 49 pixels, and these pixels do not overlap in the front, at the back, up, down, left or right. Therefore, each pixel is able to represent all six directions. By using these 49 pixels, 7×7 expresses “Iroha,” which is an old Japanese pangram that expresses one of the aesthetics called “Mujo (impermanence and ever changing)”.


Title: Abstract Reality
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Abstract Reality is an interactive installation that creates 3D geometric art as an abstract expression of physical human bodies. The application takes viewers physical features and their relation to the physical space as inputs to generate and place basic geometric forms in a virtual 3D space. Each geometric shape, virtual position and orientation, and color are affected by individual viewer’s physical positions, movements, and dominant colors. The overall structure of the geometric shapes is controlled by a modified Voronoi diagram, a computational geometric algorithm, to explore novel aesthetics.


Title: Agitato
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Project Agitato attempts to represent the evolving music information within a single image frame, in the hope to capture the subjective and perceptual qualities of time expressed in music. The title of the project, named from the music term agitato, depicts the restless agitated style of the music. Each image in this series is generated based on a musical passage from Nicolas Scherzinger’s ‘inter-sax-tive’. For a given moment in time, its spectrum of frequencies is analyzed and used as the input to construct visual elements with various characteristics. As the music progress, the visual elements accumulate and are composed into a single image that reflects the music material within a defined duration of time, allowing viewers to perceive music passage from a single viewpoint, rather than as a linear experience of time


Title: Associative Audio Design
Author(s):
Exhibition: SIGGRAPH 2008: Slow Art
Category: Sketch / Art Talk


Title: B/W Mind
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

We are in fact already cyborgs, replicating ourselves as avatar forms online. Our cellphones and computers act as extensions of our own neural networks, imparting a boundless knowledge of facts and figures. B/W MIND is an experiential piece designed to manifest the interconnection humans have with technology


Title: Bodygraphe
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Bodygraphe is an interactive, visual music application that unifies gestural computing with live performance art. Dancers become instruments and conductors that wholly generate graphics and sounds that correspond with their movements in real time. This video is the result of a process in computational aesthetics that explores the relationship between the body and form. Most specifically, we were inspired by visual art avant gardes that prioritized expressive geometry, such as the Neo-concrete movement of the 1950s. Through this project, we seek to make an aesthetic statement while also offering new implications for research regarding the interconnectivity between body and technology


Title: C. Bacon
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

C. Bacon is a set of interactive moving images based on a series of paintings on the theme of “Crucifixion” by Francis Bacon(1909-1992). Starting with the mysterious aesthetic language of Francis Bacon, this work attempts to build dialogues between the virtual and reality, postmodern
technology and contemporary authorship, and between machine and human


Title: Convolution by Wild System
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

A child-sized robot sits immersed in a full-room projection of an evolving audiovisual virtual environment. The robot ‘talks’ to the virtual environment, telling of its impressions and what it would like to see and hear. People come and go, talking with the robot about the virtual environment, and showing it pictures on their phones. The robot learns these impressions and talks of them to the virtual environment, which evolves in response. Convolution by Wild System is a unique artwork where a robot collaborates with humans to create an ever-evolving immersive audiovisual virtual environment. The resulting artwork dissolves the boundaries between computational and physical phenomena, displaying an aesthetic that is a real hybrid of the physical and the digital, of human and machine learning, of natural and artificial intelligence, and of real and synthetic


Title: Criss~Crossing The Divine/Interactive Spiral Vortex Paint Game
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Criss~Crossing The Divine/Spiral Vortex Paint Game is an interactive game installation conceived to address the ever-expanding religious intolerance fueling global wars. Attendees use interactive wands to curate topic-words and assign more or less importance to each topic they select. The player receives color coded scripture perspectives parsed from the individual’s search. No search results are the same. Directed to a website, the player learns from which 46,000 scriptures within The Old Testament, The New Testament, The Hindu Rig Vedas, The Quran, and Buddhist Texts, their color-coded text results originated.


Title: CyberHuman Dances Series: An Articulation of Body, Space, and Motion in Performance
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

The CyberHuman Dance Series is an experimental dance work exploring simulations of physical and virtual phenomena in the context of perfor­mance. By integrating innovative digital technology with the choreographic and design process, this work investigates all aspects of design and performance in cyberspace, with particular emphasis on issues of real and perceived boundaries between virtual space and real space, and the possibility of a blurred distinction between two intersecting worlds.

Questions are raised as to possible metaphors for construction of virtual spaces and the bodies that inhabit them, leading to new ideas about the behavior of the body and its expression through motion. What, for instance, are the ways in which the cyberdancer begins to claim a virtually constructed space through movement? What kind of relationship (physical, emotional, psychological) can be established between real dancers and their cyberspatial counterparts? How can narrative identities be exchanged, modified, or made explicit? Finally, how can these investigations be brought to performance as a means of formulating
an appropriate language for dance in the virtual age?

An analysis of the work in progress offers an opportunity to discuss design issues related to the development of cyberspatial environments and virtual bodies. Issues of space, time, physicality, and gravity are visited, as is the question of how the body is to be represented and inhabited within a virtual space. What is the connection between humans and their represen­tational presence in cyberspace and what, exactly, does it mean to be cyberhuman? How can an articulation of the process of the design of the cyberfigure provide an answer to this question? What is an appropriate representation for o physical figure in a space that lacks physicality? How can a sense of bounded space be accommodated within an environment defined through its lack of edges?

In offering an analysis of the design and performance process, and the questions raised in the development al both cyberfigure and environment, a model for collaboration is proposed between individuals and across technologies. This model illuminates how a collaborative technological investigation infuses the work with a concern for methods of expression in virtual spaces and how innovative digital processes can be explored through experimentation with choreographic software, three-dimensional rendering programs, and their combination into output to digital video.

The creative process of making the work is examined in the collaboration between choreographer, designer, composer, and video artist. The conclu­sion argues that integration of the working methods of a group of individu­als trained in different aspects of the arts offers insight into the range of methodologies available for study and infuses the series with an energy of human discovery.

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Title: Disability in the Arts
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Life with a physical disability has allowed me a unique and humbling perspective that has manifested in my art work. I create art with and for people who live with various types of physical and/ or mental limitations.

Because my work deals with issues of accessibility, it is essential for me to make my work accessible to people with a range of different abilities. The use of non-traditional materials and technology in my installations allows me to incorporate the senses of smell, taste, sound, and touch in addition to providing the more traditional visual experience.

Because I live with a wheelchair, collaboration has been an essential element in my work and life. Using the computer as on art medium hos allowed me the freedom and access to create virtual worlds that would have been impossible in my life. No longer do I need assistance to move a block of marble or build a room. The computer has given me all the tools I need to accomplish these tasks. Imagination is now my limitation.

My work is often referred to as interdisciplinary because I often use more than one medium to provide additional access to communication. Often the work is interactive, so the participant can experience art rather than just see it. The focus in my studies lies in educating and encouraging participants – regardless of prior experience, physical limitations, age, or ethnicity – to examine the relevance of art and accessibility in their own lives. For example, by incorporating a medium like Braille into an installa­tion, I can attempt to change an art piece to be more inclusive for a visually impaired audience.

I believe art is fundamentally a communicative experience that can be and should be shared by all. My research method includes a hands-on approach, working collaboratively with several different groups and individuals to create art pieces that have been specifically designed to incorporate more than the traditional visual experience.

What one person might feel is important or beautiful another may not. have found that by displaying work without an emphasis solely on the visual aspect, artistic integrity is still maintained. By including elements such as a wheelchair, Braille translations, and audio descriptions, individuals without mental or physical limitations may re-evaluate and gain a deeper appreciation for their own abilities by not only seeing art but experiencing and interacting with it.

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Title: Dream Grrrls: Metaphors
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

The process of designing multi-user virtual environments (VE) is similar to the process of designing code or imagery, in that it is necessary to pas­sionately maintain a catalog of ideas and references. VE design combines these passions to construct a consistent graphical user interface (GUI) with metaphors for exploration and self-reflection in a collaborative team effort.

Dream Grrrls, a VE created in the CAVE, focuses on the immersive nature of dreams. A typical GUI hos elements or icons that function as naviga­tional tools and sit on the periphery. VE icons do not operate like a tool­box, but ore spatially based, like the galleries in on art museum. Dream Grrrls is a journey through five different environments presented in a labyrinth filled with paths and three-dimensional objects or “icons.”

Much as art attempts to convey insight, Dream Grrrls attempts to generate a new awareness based on interaction and immersive experience in order to create an exciting new level of communication beyond verbal know ledge. Dream imagery presents itself in a way that makes the real uncer­tain. On one path, the participant can ignore the warnings (“Don’t go up there!”) and enter a commanding head. Inside, the navigational wand becomes a flashlight to reveal walls made of whispering faces and creatures. The light provides illumination – a gateway to another level of consciousness and ultimately, the many sides of ourselves.

In a world inhabited by large vessels, the user approaches the unfamiliar territory like a desert island of loneliness. One vessel has imposing eyes that follow the participant wherever she goes. She comes face to face with what could be her psyche. If she chooses to confront it, she finds herself unable to move, rattled by the world around her, only to awaken back where she come from (the labyrinth), the same, yet somehow different.

Dream Grrrls allows users to experience their world in a new and dynamic way, much like on active or lucid dream. Participants “cooperate” with the computer in such a way that one is uncertain of the action/reaction hierarchy. Dream Grrrls becomes a medium to create a personal performance by learning to interact with the environment and recognize its plasticity.

Dream Grrrls could not have been possible without the artist’s library of images and the focused dedication on software by Grit Sehmisch. Audio consultation was provided by Joe Reitzer, and programming consultation was provided by Marcus Thiebaux, Dave Pope, Bor-Tyng Lin, and on Electronic Visualization Laboratory of sages. Special Thanks to Dan Sandin, Tom DeFonti, Maxine Brown, Dana Plepys, Jim Costigan, and Maggie Rawlings. 

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Title: Embodisuit
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

A collaboration between Sophia Brueckner and Rachel Freire, the Embodisuit allows its wearer to map signals onto different places on their body. It both critiques and offers an alternative to current trends in wearable technology. Most wearables harvest data from their users to be sent and processed elsewhere. The Embodisuit flips this paradigm. Informed by embodied cognition, the suit instead receives signals from an IoT platform, and each signal controls a different haptic actuator on the body. Knowledge can be experienced ambiently without necessitating the interpretation of symbols by the conscious mind. The suit empowers wearers to reconfigure their boundaries strengthening their connection to the people, places, and things that are meaningful to them. Furthermore, we hypothesize that by changing the way people live with data, it will change the type of data that people create.


Title: Etheroid
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

An etheroid is a device that mediates an invisible “something” to exist in space. Each etheroid behaves autonomously, without any higher orders dictating how it is to behave. If you set a new etheroid near another one, the new etheroid will be added to the movements of the existing etheroids. Each propagates this behavior to one of the surrounding etheroids repeatedly. Thus, the movements of etheroids as a whole creates an invisible moving “something”. This concept is to create an atom of media for existence, which is invisible. The devices operate under a physical neural network. An infrared LED illuminates invisible lights within a certain range. Together with a general communication module called XBee, the etheroid uses XBee to send information from one to another. The information list corresponds to a temporary storage area. Since the list is constantly updated, operation will continue even if the number of etheroids increases or decreases.


Title: Forces in Equilibrium
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Forces in Equilibrium explores how equilibrium is formed out of chaos. The installation is comprised of two components. In the first component, a sensor is mounted under the top of a pedestal. When magnets are moved on the pedestal, images and sound on a nearby display become wild and unstable, as if the magnet has unusual powers. The second component is a seesaw controlled by a servomotor. When laser light lands on the seesaw, it tilts accordingly, as if the light has weight. The art works show both magnetic force and laser light as not merely ethereal but as entities capable of affecting images, sounds and movements.


Title: From This Side of Space to the Other Side of the Signal
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

“from this side of space to the other side of the signal” utilizes footage produced on unique analog equipment from the early history of
video during a residency at Signal Culture (a contemporary version of the original Experimental Television Center in Owego, NY), and emerges from a nod to Michael Snow’s iconic structural film La Région Centrale. Virtual landscapes pumped through the analog system become caught amidst sets of “meaningless” signs/barriers and violent signals. Computer generated bodies and body parts glistening with video material generated via this system perform actions that queer the line between digital, physical and analog, homoeroticism and violence––entangled in a fragmented high-modernist grid. A voice from the other side of the signal attempts to lure the viewer into some act of connection, of crossing over, only to be perpetually interrupted by barriers of interference. “from this side of space to the other side of the signal” is a two-channel piece that engages both the history of early video tools and contemporary forms of 2D and 3D animation. Using these analog tools as a way of addressing the historicity of the body, and as a way of defining the space of bodies (via their moving textures) in novel as a way of engaging our contemporary hybrid experience. Queering the distinctions between subject, object, transmission, physicality and the ephemeral larger questions about the nature of our technocultural existence rise to the surface.


Title: Genderbender, Smartstall, The Automatic Confession Machine
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

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Title: Gradus: Revealing the Shape of the English Language
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

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Title: Hive
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

With HIVE, we intended to explore the idea of a sonic intelligence: learning, experiencing, reacting, and finally, “thinking” in sound. Can we model such a system? A system with a body whose morphology is based on picking up and sending sound signals, a system who can learn from its environment and evolve in its response, a pseudo ‘being’ that traces our sonic foot-print and projects our sonic reflection. Created via fusing aspects of sculptural form, spatial sound, interactive methods, and machine learning, HIVE is an art installation that explores the relationship between sound, space, body, and communication.


Title: Homes
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Homes presents the interior spaces where people from the fishing village of Tai O live. The installation includes the everyday objects with which they surround themselves. Two LCD monitors show virtual interiors of two village houses. Visitors to the installation can wander these virtual interior spaces by using trackballs attached to each screen. A large photo showing the street where the houses are located is on a facing wall.


Title: I Touch You And You Touch Me
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

We interact with our computers constantly, touching them more than we touch any person in our lives, and grooming them inside and out. For a month, I recorded all interactions with my phone and fed them into a machine learning system, which then output new, learned gestures. These “hallucinated” movements are awkward yet eerily accurate swipes, taps, and typing based on what my computer has learned from my interactions with it. Presented as an interactive sculpture, the gestures are enacted by a small robotic arm on the visitor’s palm as they sit at a low, altar-like table. Notions of “you,” “me,” and “I” are doubled, enacting the understanding of the machine and at the same time a self-portrait of my interaction.


Title: Ink Fall
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Ink・Fall is a digital installation of ink painting of waterfall.
From ancient times, China has a traditional of using ink to draw waterfall paintings. And the core concept of mountain and water paintings is never about accuracy or beauty of a moment. It is about the flowing atmosphere that make Chinese paintings unique. This installation, uses thousands of lines and hundreds of thousands of ink particles, to paint ink paintings on screen. Though expression methods have also changed dramatically in this digital age, what I want to show and communicate is almost the same as the ancient artists do in this piece. When fingers
touch the painting(screen), ink streams will be separated by fingers, particles are also blasted, but the flow of ink continues. At the same time, the sound of koto rises and fused into the background music of birds and water flows harmoniously


Title: Izzy Bombus and the Story of Flight
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Izzy Bombus and the story of flight is a prototype CD-ROM consisting of an animated story with associated games and educational activities for children ages four through seven. Izzy, a young bumblebee, discovers that according to the laws of aerodynamics, the bumblebee cannot fly. Dismayed but undeterred, izzy collects implements from a kitchen drawer to build a flying machine and asks her viewers for help with the construction. With izzy in the cockpit, the viewer pushes the launch button, the countdown begins, the smoke swirls … lilt-off!

What happens next? izzy bombus is a story al resolution and innovation in overcoming obstacles. Izzy is a girl bumblebee involved in activities not traditionally considered the domain of girls, such as aerodynamics, flying, building, and exploration. The adventure is accompanied by original delta blues music by Blind Mississippi Morris. Ten games and educational activities are linked to the story and can also be accessed directly from a menu screen.

The story is complete and fully interactive ta the point where it branches to the various endings. A short, animated introduction leads to a menu where viewers choose between the story or the games menu. The “know-it-all­bug” serves as a guide, offering instruction and advice. Games and activities can be accessed as the viewer progresses through the story or directly from the menu.

Through this project, I am attempting to make connections between my experience as a designer of traditional print graphics and new media. My goal is to produce a viable commercial product for the children’s CD-ROM market as well as to incorporate the experience into the planning and implementation of coursework in multimedia. Work began on the project in January 1996 and is continuing.

In crossing the boundaries between graphic design for print and graphic design for new media, I explored and considered the possibilities and al the same time dealt with the realities and limitations of desktop multimedia. As a graphic designer, my interest is in innovative design that combines an understanding of traditional principles of visual communication with the unique possibilities offered by the interactive experience.

With this project, I have employed a collage method of assembling the illustrative elements of the story in an eclectic style. Elements are painted, drawn, and assembled from old engravings. Traditional methods are used for parts of the illustrations, while others are entirely computer-generated. The combination of techniques produces a rich, textural quality and unex­pected combinations.

Another unexpected aspect of the project is the music. The blues, a part of the unique cultural heritage of the South, has gained an appreciative audience throughout the world. Although this type of music is unusual in the domain of children’s products, the connection between the sound and the movement and activities of the bumblebee makes it an appropriate choice.

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Title: Journey through the centre_01
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

My digital sculptures are born out the direct manipulation of geometry in a multi‐dimensional cyber space where material, as we understand it, does not exist. In the cyber environment 3D entities may be encouraged to behave in ways not achievable through physical means, being located in an area that exists beyond the imagination and everyday experience. These virtual sculptures, made manifest through 3D printing technology, are grounded in a material form and act as a vehicle which transports us to this strange and wonderful “other place” where unpredictable and surprising events occur. It is as if modelling space with light, in an
environment where physics play no part, freeing form from material constraints, and transcending our given understanding of how objects behave in the world.


Title: Langjiao - Beinan Road
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

In Syuhai, where I grew up, there is an old trail that connects the “Puyuma to Longkiau”. My hometown and the area surrounding it is home to a large population of indigenous people, and their ancestral spirit is the hundred-pace pit viper. Therefore, I used a 360 degree camera to capture the the left and right sides of the trail, and converted the image to simulate a half-human, half-snake perspective. With these images, I invite viewers to put on the VR device, and together enter the imaginary world of a hundred-pace pit viper traversing this ancient trail. This work also discusses the human perspective, where we use our eyes to see the world in front of us, whereas the sounds we hear with our ears come from the two sides of us. In this work, viewers can switch from the human perspective to see the world from two sides through the eyes of the hundred-pace viper, and experience the wonder of the merging of your auditory and visual perception.

This psychological landscape created using the VR device not only takes us back along the path once taken by the ancestral spirit of the indigenous people, it also allows us to experience the blending of the real and virtual world.


Title: Light Storm PLUS
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

In the analogue world, electronic signals are based on waveforms. Transmissions of sound waves, light waves, and water waves, all use waveforms to transmit vital information directly related to energy distribution, making waveforms an integral part of our daily lives. The art work Light Storm PLUS uses power generated by waveforms to control the motor of a high-speed rotation device transmitting electroluminescent (EL) cold light. The artwork replicates the shape of wave forms in the real world, thus the light waveforms fluctuate with same rhythm as they do in the analog world. Through interacting with the artwork, people sense that their bodies are key to the transmission of data, as they become active components in the feedback loop, but also become part of the mechanism of transmission.


Title: Luminescent Tentacles
Author(s):
Exhibition: SIGGRAPH Asia 2016: Mediated Aesthetics
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

The Luminescent Tentacles is an interactive art that is inspired by waving tentacles of sea anemones under the sea. The 256 shape-memory alloy actuators react to hand movement and the top of the actuator softly glows like a bioluminescent organism. Each actuator is actuated by three shape-memory alloy wires. The actuator can bend in six directions by the combination of three currents. The control application interacts with fluid dynamics to realize a kinetic representation like a water ripple. The sound reaction to hand movement creates music. The Luminescent Tentacles provides a comfortable interaction like interacting with sea anemones.


Title: Making Caricatures with Morphing
Author(s):
Exhibition: SIGGRAPH 1997: Ongoings
Category: Sketch / Art Talk

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Title: Mantra
Author(s):
Exhibition: SIGGRAPH Asia 2017: Mind-Body Dualism
Category: Sketch / Art Talk

Abstract/Summary/Introduction:

Project Mantra is digital panorama video that represents hyper-realistic landscape with collapse of human interaction expressed through movement and code generated visual images. This videos deal with perception, especially with aesthetic Korean traditional dances and the way recreate the landscape through software and simulation. In reviving and re-contextualizing traditional into digital scenes and contemporaneity, to directly combine a culturally deeply embedded art form with the tools of digitalization, and dominates the contemporary culture leading to a new art form. A traditional dance called Seungmu, which performs a human desire to overcome his suffering, presents dynamic and yet delicate movements, and its encounter with computer codes creates randomly but meticulously calculated images – a beauty created by human and images made by machine. Inside of endless communication between them, a new experiential form of vision and sound will be developed and provided.


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